"Reverse Generations" Rules

For discussion of other cellular automata.
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Extrementhusiast
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"Reverse Generations" Rules

Post by Extrementhusiast » April 10th, 2010, 3:03 am

This is the thread for talking about "reverse Generations" rules. Assuming the number of colors is five, a cell gets born into a waiting state, then a generation later, goes into a second waiting state no matter what happens, and then similarly to a third waiting state, and then to the actual alive state. The length can be shorter or longer depending on the number of colors.
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iconmaster
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Re: "Reverse Generations" Rules

Post by iconmaster » May 31st, 2010, 5:22 pm

This sounds like a cool idea. Do you have a rule table for it?

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Extrementhusiast
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Re: "Reverse Generations" Rules

Post by Extrementhusiast » May 31st, 2010, 6:53 pm

No, and I'm not that good at making rule tables. It should be pretty easy, though.

If anyone else besides me makes a rule table (or rule tree, if necessary), please default it to B3/S23/C (colors)3.
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ssaamm
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Re: "Reverse Generations" Rules

Post by ssaamm » June 7th, 2010, 5:53 pm

Aaand, done.

Code: Select all

n_states:4
neighborhood:moore
symmetries:rotate8reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={0,1,2,3}
var j={0,1,2,3}
var k={0,1,2,3}
var l={0,1,2,3}
var m={0,1,2,3}
var n={0,1,2,3}
var o={0,1,2,3}
var p={0,1,2,3}

#Get born 3
0,3,3,3,d,e,f,g,h,1
0,3,3,c,3,e,f,g,h,1
0,3,3,c,d,3,f,g,h,1
0,3,b,3,d,3,f,g,h,1
0,3,b,3,d,e,3,g,h,1

#Grow
1,i,j,k,l,m,n,o,p,2
2,i,j,k,l,m,n,o,p,3

#Die 0
3,a,b,c,d,e,f,g,h,0

#Die 1
3,3,b,c,d,e,f,g,h,0

#Die 4
3,3,3,3,3,e,f,g,h,0
3,3,3,3,d,3,f,g,h,0
3,3,3,3,d,e,3,g,h,0
3,3,3,c,3,e,3,g,h,0
3,3,b,3,d,3,f,3,h,0

#Die 5
3,3,3,3,3,3,f,g,h,0
3,3,3,3,3,e,3,g,h,0
3,3,3,3,d,3,f,3,h,0

#Die 6
3,3,3,3,3,3,3,g,h,0
3,3,3,3,3,3,f,3,h,0

#Die 7
3,3,3,3,3,3,3,3,h,0

#Die 8
3,3,3,3,3,3,3,3,3,0
I needed a table-making workout, anyway. I made it so that an already born cell cannot be re-born. It worked way better. This pattern gets a very low growth rate, but some really interesting stuff happens. I'll try to find some new spaceships, oscillators, etc.

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Extrementhusiast
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Re: "Reverse Generations" Rules

Post by Extrementhusiast » June 8th, 2010, 12:04 am

Somehow, s4 sneaked into there. Could you (or anyone else) remove it? And what would it be like with just two on states? (and one off state)
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ssaamm
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Re: "Reverse Generations" Rules

Post by ssaamm » June 8th, 2010, 8:50 am

oh whoops.
I gotcha.

Code: Select all

n_states:3
neighborhood:moore
symmetries:rotate8reflect
var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}
var i={0,1,2}
var j={0,1,2}
var k={0,1,2}
var l={0,1,2}
var m={0,1,2}
var n={0,1,2}
var o={0,1,2}
var p={0,1,2}

#Get born 3
0,2,2,2,d,e,f,g,h,1
0,2,2,c,2,e,f,g,h,1
0,2,2,c,d,2,f,g,h,1
0,2,b,2,d,2,f,g,h,1
0,2,b,2,d,e,2,g,h,1

#Grow
1,i,j,k,l,m,n,o,p,2

#Die 0
2,a,b,c,d,e,f,g,h,0

#Die 1
2,2,b,c,d,e,f,g,h,0

#Die 4
2,2,2,2,2,e,f,g,h,0
2,2,2,2,d,2,f,g,h,0
2,2,2,2,d,e,2,g,h,0
2,2,2,c,2,e,2,g,h,0
2,2,b,2,d,2,f,2,h,0

#Die 5
2,2,2,2,2,2,f,g,h,0
2,2,2,2,2,e,2,g,h,0
2,2,2,2,d,2,f,2,h,0

#Die 6
2,2,2,2,2,2,2,g,h,0
2,2,2,2,2,2,f,2,h,0

#Die 7
2,2,2,2,2,2,2,2,h,0

#Die 8
2,2,2,2,2,2,2,2,2,0
Also, 2 states would just be regular life. (think 0 and 1)

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Extrementhusiast
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Re: "Reverse Generations" Rules

Post by Extrementhusiast » June 11th, 2010, 10:52 am

And what would it be like with just B2 and no survival, as well as just two ON states? (Sorry if I'm making you do all of the work; I don't have a clue about how to make rule tables in Golly.)
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ssaamm
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Re: "Reverse Generations" Rules

Post by ssaamm » June 11th, 2010, 2:10 pm

Well...
I made it, but it behaves exactly like seeds where two generations=one.
here it is anyway:

Code: Select all

n_states:3
neighborhood:moore
symmetries:rotate8reflect
var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}
var i={0,1,2}
var j={0,1,2}
var k={0,1,2}
var l={0,1,2}
var m={0,1,2}
var n={0,1,2}
var o={0,1,2}
var p={0,1,2}

#Get born 2
0,2,2,c,d,e,f,g,h,1
0,2,b,2,d,e,f,g,h,1
0,2,b,c,2,e,f,g,h,1
0,2,b,c,d,2,f,g,h,1
0,2,b,c,d,e,2,g,h,1

#Grow
1,i,j,k,l,m,n,o,p,2

#Die always
2,i,j,k,l,m,n,o,p,0

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Extrementhusiast
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Re: "Reverse Generations" Rules

Post by Extrementhusiast » June 12th, 2010, 4:10 pm

Hmm, what other well-known rules have B2 in them (besides Seeds)?
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ssaamm
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Re: "Reverse Generations" Rules

Post by ssaamm » June 12th, 2010, 6:36 pm

As far as I know, B2 is an overpowering rule that really is crazy enough already without adding to it.
Persian rugs are B234, but that's not really life...

Axaj
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Re: "Reverse Generations" Rules

Post by Axaj » June 12th, 2010, 8:54 pm

There's b2s0; that has been pretty popular considering it has b2.
Image

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Re: "Reverse Generations" Rules

Post by Extrementhusiast » June 21st, 2010, 7:43 pm

Why not? B2/S0 with two ON states. (Sorry if I'm having you work for so long. I have no clue how to build these rule tables.)
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ssaamm
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Re: "Reverse Generations" Rules

Post by ssaamm » March 29th, 2011, 6:43 pm

I apologize for my forgetfulness, but here is a nice little rule table for B2/S0.

I'm naming the rule tables "Stalled.BbSsGg" (G=generations until survival)
For example, "Stalled.B2S0G1"
It doesn't behave particularly interestingly, but new ones can easily be made.

Code: Select all

n_states:3
neighborhood:Moore
symmetries:permute

#States that count as 0 (0,2, and anything higher than 2)

var a={0,2}
var b={a}
var c={a}
var d={a}
var e={a}
var f={a}
var g={a}
var h={a}

#Do not modify i

var i={0,1,2}
var j={i}
var k={i}
var l={i}
var m={i}
var n={i}
var o={i}
var p={i}

# Set this to the youngest state:

var q={2}

#Rule:

#B 0-8

0,a,b,c,d,e,f,g,h,0
0,1,a,b,c,d,e,f,g,0
0,1,1,a,b,c,d,e,f,q
0,1,1,1,a,b,c,d,e,0
0,1,1,1,1,a,b,c,d,0
0,1,1,1,1,1,a,b,c,0
0,1,1,1,1,1,1,a,b,0
0,1,1,1,1,1,1,1,a,0
0,1,1,1,1,1,1,1,1,0

#S 0-8

1,a,b,c,d,e,f,g,h,1
1,1,a,b,c,d,e,f,g,0
1,1,1,a,b,c,d,e,f,0
1,1,1,1,a,b,c,d,e,0
1,1,1,1,1,a,b,c,d,0
1,1,1,1,1,1,a,b,c,0
1,1,1,1,1,1,1,a,b,0
1,1,1,1,1,1,1,1,a,0
1,1,1,1,1,1,1,1,1,0

#2 -> 1

2,i,j,k,l,m,n,o,p,1

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Tropylium
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Re: "Reverse Generations" Rules

Post by Tropylium » September 8th, 2011, 3:10 pm

Some random observations for 3-state delayed rules:
-Close-to-Life rules don't seem to work the same at all since the B-heptomino/*WSS engine doesn't work. A glider shape will end up rotating in place at p16, given B3A45/S23D14.
-The blinker and the toad still function if added S0. Dubbelperiod versions of many other common oscs seem to exists too, such as the p2 S3D2 Z-flipper (needs added S1), the p2 S1D2 "antiblinker" and its extended versions (needs added S0), or the p4 S0D2 oscillator (works fine as it is). All LongLife-type B345 flip-flops also work as usual.
-The on-off p2 oscillators from 2x2 are now p3, and relatedly, the p4 prepond-flipper becomes p6. A related p12 "long prepond" flipper also emerges. The "in-place fish" p4 becomes p8, however.

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